To view this material, download the latest UDK build (http://www.udk.com/download) then go into C:\UDK\(latest build folder\UDKGame\ and then … more »

To view this material, download the latest UDK build (http://www.udk.com/download) then go into C:\UDK\(latest build folder\UDKGame\ and then copy over my Content Folder over the top of the Content folder in this area. It should just add my files in this location. No go into UDK and say file>open. Look for a map called SimpleBoxLevel_01.udk and load this file. This should give you everything you need to load my content.
I have been learning the Unreal Development Kit (UDK) in my spare time.
I was having one heck of a time figuring out how to not have horrible normal map seams every where on my model. So I thought I would give a real quick run down of some of the pitfalls that I have learned to avoid. (If you have any further tips for static meshes in UDK it would be awesome to hear them!)
Here are the first steps that I have taken, importing in static meshes from Maya (Using Actor X, type in axmesh; in the command line or the script editor.)
I'm exporting my models with all soft edges, normal maps generated in Maya, Green channel on normal map is flipped, then export with default settings.
Now make sure when you import your normal maps into UDK to choose a compression type of normal map or uncompressed normal map, other wise you will get really bad normal map seams.
Also if your static mesh is going to have a lightmap baked using lightmass make sure to add a second UV set in Maya for the light map. Make sure that all UV's are in the 0-1 space, all UV shells can be pushed to the border edge of the 0-1 space, but you must give a large pixel padding around all of your UV islands.
Another thing to watch out for is to make sure none of your UV's are backwards (they make sense in terms of where they are in the world space, left has to be left, right has to be right and up and down has to be up and down.)
Also make sure you have no overlapping UV's. Hope these little tips helps you out, because I was banning my head for about 2 weeks trying to get rid of really bad normal map seams.
Peace-NickZ.
Here is a movie file of what the scene looks like when you play the level in the editor: http://vimeo.com/21001884 « Less

The latest version has an idle animation and facial morph targets. The idle animation also has animated morph targets on the body. Watch the left bicep bulge as the arm is flexed. The next step is to get the idle animation to move into another animation based on a kismet trigger event.

Sorry about that, at first I thought I was going to include everything in this file (Maya file) but the file size was too large. I am currently adding the Heavy Demon as a SkeletalMesh with animation. I think I will add the Maya file then. If you want the ZBrush file take a look here: http://www.sharecg.com/v/39291/view/3D-Model/Heavy-Demon-ZBrush-3.5-R3-File